Eddy Wang
Skarlet scientist
Since some TYM new comers are on a horde of know it alls, and making suggestions for improvements and what not this earlier, even without having a previous contact with the game, i though maybe its time to put all my thoughs in display and see if maybe i'm on sync with most or if i'm just generating another popcorn thread.
1. First of all i want you guys to know that i had no previous contact with the game, everything posted here is based on watching solely footage of people who played and in some cases puting a 2 by 2 math like speculations to forsee some outcomes, there fo, this is also a daily reminder that the game its on its alpha/Beta state, nothing its final and even if there is no point in going in super detail we can still talk about the game and share some thoughs on the matter.
2. The most inconsistent factor in the game currently for me is the variations system, since there isn't base variations yet, this is by far the factor which i will leave out of my speculations, due the fact that the future of the game will be heavily affected by having base variations or having to build your variations on your own competitive wise.
3. MK 11 suffered a drastic change from past interactions, there is a lot of new features, the game itself and its goals have been completely redesigned, either this is a good thing or a bad thing, that's something we will decide post release.
The meter system.
* By far probably the most changed feature, now with 4 bars, 2 deffensive, and 2 offensive, decisions made in the game are affected by it, according to past interviews with NRS devs, the stronger a move is the longer the meter takes to refill.
Different from predecessors games, by having a meter independent on its own, allows both players to play independently, so there is no gain on forcing a first hit bonus, such as powerful keep away characters with very strong space control will no longer dictate pace of the match while building meter.
One can still enforce as many mixups/pressure/zoning they want but the one defending its no longer heavily dependent on player one having meter or not to break and giving room to breathe, go back up and much more.
The meter has defensive/offense options such as flawless block attacks, a moves which are executed with U2 or U3 after flawlessly blocking a move, doing FLBAttacks costs one bar of each offence and defense to execute, so your reversal punish per say comes at cost of losing each.
U2 and U3 are also wakeup options both costs one bar of each.
Wakeup rolls are strike invincible, but are vulnerable to throws, you can still delay wakeup.
There has been a major concern over break away recovering faster, but today it just occurred to me that Breaking aways from combo might not be the smartest move in the future and here is why:
a) Opponents who break away from combos, will lose both their defense bar, and the instant this occurs this persons sacrifices escaping damage but in return none of his strongest wakeup options will become available until both bars returns, so the one who forces a break away might have a stronger Edge close or similar to MKX type of okizeme offense post knockdown, yeah, remember P2 has no defensive meter, so he can't wakeup attack or tech roll, he can only delay wakeup or stand.
Flawless block its probably the mechanic which will take a while to master but if done correctly, it might turn some tides heavily, in the current build there is no data of the flawless block effects, yet there has been some strong speculations that if you block anything means you can also flawless block it, so Fatal Blows watch out, same as jump attacks, and strings with gaps projectiles and even wakeups.
Its uncertain if Flawless Block can be activated from crouch blocking.
Flawless block reduces the time the defender stays in blockstun, which in consequence also reduces the time the defender stays in pushback
Watched some people complaining about movement, i dunno how fast walks are in MK11, but i've seen Skarlet walkspeed and easily chilled (because i will main her) her walkspeed seemed decent enough
In general, i don't think the game is bad, just different, the most crucial thing in the game in my humble opinion its meter management, because now they're independent and some of the most strongest features in the game are associated with it.
Krushing Blows are a different story one which i preffer to leave out of this conversation for now until i know more.
Some characters do have strong ranges, strong projectiles and some of them have strings with built in 50-50s. I would be totally worried if this was MKX, but MK11 has training mode with slots, unless NRS makes the mixup from the overhead as equal speed as the low one, there isn't really nothing to fear because we will know which to block first, game has no delays as well while perfoming strings, this helps.
Jump attacks feel floatier, if its easier to anti-air or not we will see on games release
Attacks don't have crazy active frames and super duper startups this early, a step in the right direction, punishing window was also increased for every move (that's to dizzy's insight on this)
Heavily curious to see how Liu Kang and Kung Lao play.
1. First of all i want you guys to know that i had no previous contact with the game, everything posted here is based on watching solely footage of people who played and in some cases puting a 2 by 2 math like speculations to forsee some outcomes, there fo, this is also a daily reminder that the game its on its alpha/Beta state, nothing its final and even if there is no point in going in super detail we can still talk about the game and share some thoughs on the matter.
2. The most inconsistent factor in the game currently for me is the variations system, since there isn't base variations yet, this is by far the factor which i will leave out of my speculations, due the fact that the future of the game will be heavily affected by having base variations or having to build your variations on your own competitive wise.
3. MK 11 suffered a drastic change from past interactions, there is a lot of new features, the game itself and its goals have been completely redesigned, either this is a good thing or a bad thing, that's something we will decide post release.
The meter system.
* By far probably the most changed feature, now with 4 bars, 2 deffensive, and 2 offensive, decisions made in the game are affected by it, according to past interviews with NRS devs, the stronger a move is the longer the meter takes to refill.
Different from predecessors games, by having a meter independent on its own, allows both players to play independently, so there is no gain on forcing a first hit bonus, such as powerful keep away characters with very strong space control will no longer dictate pace of the match while building meter.
One can still enforce as many mixups/pressure/zoning they want but the one defending its no longer heavily dependent on player one having meter or not to break and giving room to breathe, go back up and much more.
The meter has defensive/offense options such as flawless block attacks, a moves which are executed with U2 or U3 after flawlessly blocking a move, doing FLBAttacks costs one bar of each offence and defense to execute, so your reversal punish per say comes at cost of losing each.
U2 and U3 are also wakeup options both costs one bar of each.
Wakeup rolls are strike invincible, but are vulnerable to throws, you can still delay wakeup.
There has been a major concern over break away recovering faster, but today it just occurred to me that Breaking aways from combo might not be the smartest move in the future and here is why:
a) Opponents who break away from combos, will lose both their defense bar, and the instant this occurs this persons sacrifices escaping damage but in return none of his strongest wakeup options will become available until both bars returns, so the one who forces a break away might have a stronger Edge close or similar to MKX type of okizeme offense post knockdown, yeah, remember P2 has no defensive meter, so he can't wakeup attack or tech roll, he can only delay wakeup or stand.
Flawless block its probably the mechanic which will take a while to master but if done correctly, it might turn some tides heavily, in the current build there is no data of the flawless block effects, yet there has been some strong speculations that if you block anything means you can also flawless block it, so Fatal Blows watch out, same as jump attacks, and strings with gaps projectiles and even wakeups.
Its uncertain if Flawless Block can be activated from crouch blocking.
Flawless block reduces the time the defender stays in blockstun, which in consequence also reduces the time the defender stays in pushback
Watched some people complaining about movement, i dunno how fast walks are in MK11, but i've seen Skarlet walkspeed and easily chilled (because i will main her) her walkspeed seemed decent enough
In general, i don't think the game is bad, just different, the most crucial thing in the game in my humble opinion its meter management, because now they're independent and some of the most strongest features in the game are associated with it.
Krushing Blows are a different story one which i preffer to leave out of this conversation for now until i know more.
Some characters do have strong ranges, strong projectiles and some of them have strings with built in 50-50s. I would be totally worried if this was MKX, but MK11 has training mode with slots, unless NRS makes the mixup from the overhead as equal speed as the low one, there isn't really nothing to fear because we will know which to block first, game has no delays as well while perfoming strings, this helps.
Jump attacks feel floatier, if its easier to anti-air or not we will see on games release
Attacks don't have crazy active frames and super duper startups this early, a step in the right direction, punishing window was also increased for every move (that's to dizzy's insight on this)
Heavily curious to see how Liu Kang and Kung Lao play.